Life is Feudal: Forest Village

Life is Feudal: Forest Village

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Lothos Jan 10, 2018 @ 5:51am
village layout
I figured I'd start a different thread for this topic as I couldn't find any decent info on it on the web. I've tried various sorts of layouts and not found one any better than the next and wondered how folks are managing beyond say the 75 pop count.

Do you guys build your villages sort of like a circle with services in the middle surrounded by house and the fields surrounded them?

How many people do you work with in an area before considering say sub villages?

I can get to 100 people usually but can never grow beyond without complete and utter collapse.
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Showing 1-15 of 26 comments
Sir Foxy Jan 10, 2018 @ 6:36am 
I try to expand the village slowly, with the primary focus on food and fuel, tools and clothing secondary. For the layout I just build wherever I find open space, while trying to store every resource closely to every house.

http://steamcommunity.com/sharedfiles/filedetails/?id=1263087041
Lothos Jan 10, 2018 @ 6:55pm 
Yeah, i generally expand slowly trying to focus on food, but I think layout kills me above 60 people
WebbyMom Jan 10, 2018 @ 8:22pm 
Oh man, lothos, I hear ya! I have two game-saves now where I've hit that mumber of population - 80 or so - and then I'm all like, "Gadzooks, where do I go from here???" It feels like that time is a good time for a donkey caravan and moving stuff around, because all my storage areas are getting pretty specified, which happens just kind of organically. I haven't yet seen a video or tutorial on this crucial expansion point [yet], so I'm hopeful someone will pop in here with some solid tips on that bit. :)

Sir Foxy, those are good starting tips. Food is so #1, and Fuel will be a certain close 2nd so your folks can survive that second winter! I've concentrated on both tools and clothes for my 3rd priority: both seem to work fine in either the #3 or #4 spot, I must say. After that, it seems that improving tools and fuel is a good next step, then the acquisition of raw goods (mining) so that expansion/upgrading is possible, and then I tend to move into chickens and windmills and bakeries.

Is that screenshot your WHOLE village??? Like, 100 peeps in that one little area??? And all the way to year 31 with only that little area??? If so, I'm expanding my living area waaaaaaay too fast! I love the idea of getting set up/planning out the starting area for sustainable living, just upgrading as you go, no huge expansion further into the woods, etc. As in, keepin' it small, like you have there. Where in the world are your fields???

If you shared more screenshots and more of your process, I'd be so grateful! :D
Nakia Jan 10, 2018 @ 8:55pm 
Take a look at the screenshots. There you will find a variety of player village layouts that might give you some ideas.
feanor68 Jan 10, 2018 @ 10:04pm 
I'm no pro, but I've played enough to throw a few tips on what I've learned so far... hope this helps :)

- Don't expand your pop's too quickly. I personally never add more than two small houses per year (so +10 per year MAX), but I usually will just add one per year. In total, I take the original 10 pop's and shoot for a goal of 5 more per year -- my current village is in year 17 with a total pop of 105

- Build a school and build it early. I forget what the ratio is, but basically educated pop's work faster and more efficiently than ones who are not. I usually rush to get a school up and running before any other building, including houses. And speaking of houses, I scrap the shacks you start with immediately and replace them with small houses -- happiness bonus (speed/efficiency), holds 5 instead of 3, and it's sturdier, which doesn't matter, but it is :)

- I make sure to keep barns and warehouses centered around points of production, keeping houses near those as well -- good productivity revolves around distance people have to walk, so don't expect big results if folks have to walk too far for work or home

- Food is obviously one of the most important resources. In the early game (first 5 years or so), with low pop's and never enough workers, don't forget to use your teens in 1st person. I go out on massive hunts with a teen at least twice a year until I have enough farmers to supplement the food supply. When my few farmers are done, they gather the meat and hides. Fishing is really not productive enough for me until I have enough farmers either, so I hold off on them until the 3rd or 4th year. And when I do add fisherman, I use the fish FARM, never the shack -- the farm is just more stable in terms of output and only needs 1 worker -- I build them like a 'factory' and make sure to place a barn near them for quick trips. And I can't stress enough, build orchards (APPLES) and build them early -- they are the fastest means for an excessive food supply (that I've found), and you'll be able to use that excess to great advantage later (see below).

- Mining is stable for resources, but again, I ignore it for the first 5 years or so, except CLAY -- you have to build a clay mine the first year, or the second at the latest, or you won't be able to build some important buildings. For stone or ore, you can gather everything you'll need in the surrounding areas, for quite some time -- I didn't build my stone or ore mine in my current game until Year 5 or 6.

- Once I reach 50+ pop's, it's time to start thinking logistics :) I try to have my port built by this time, and my first goal is sheep, mostly for the wool (warm clothes = less firewood and less trips home to get warm!) but also some meat. Then cows, mainly for meat but also milk. After I have sheep and cows, everything else is just cosmetic IMHO, as you already have the best Vegetable, Fruit, and Grain at the start of the game (Potatoes, Apples, and Wheat). So now, it's all about donkeys!

- Build your first Caravan Stables. Do NOT build the Donkey Farm -- it's cute, so you can build it later when you want to spruce up your village or town, but it's not worth the time it takes them to breed. If you need more donkeys, just send out additional ANIMAL expeditions from your port -- once you've gotten Sheep, Cows, and Pigs (btw, pig farms are also cosmetic and just suck up your oats for very little meat in return), ALL of your future ANIMAL expeditions will yield 1 Donkey, SO LONG AS you have at least ONE OPEN SLOT in ANY of your Caravan Stables. Once you have at least one donkey (you get it with the stables), you can now start setting up trade routes between your barns and between your warehouses.

- This next part involves Mods from the Workshop, specifically the Caravans Extended mod -- what it does or allows should really be part of the base game, and I can only hope the Dev's pay attention to all of its subscribers at some point :) Anyways, this mod allows you to set a ratio between two resource points -- simple, right? Well, the base game does not, so if you refuse to try mods or this mod in particular, I do not envy you, as you will only have the base-game option of sending one or all resources from supply-point A to supply-point B, and YOU will have to monitor (constantly) if supply-point A is getting too low and/or if supply-point B doesn't need any more supplies. And if you add further supply-points, I'd just quit at that point :) But Caravans Extended allows the game to do the monitoring for you. In my current village of 105 pop's, I have 3 barns and 3 warehouses, placed near unique centers of production and the supportive houses. No one barn or warehouse is more important than the other two -- they all need the same stuff, more or less, so with Caravans Extended, I can set up 4 simple trade routes: Barn A to Barn B, Barn B to Barn C, Warehouse A to Warehouse B, and Warehouse B to Warehouse C -- and the mod lets me tell that game (among other options) to simply maintain a 1:1 ratio (or even amount) between the source and the destination. Yes, the numbers are consantly changeing, especially with three distinct areas, and my poor donkeys never seem to get a break. But you know what, it works, and it works beautifully! Every one of my barns and warehouses have equal amounts of each type of food and resource that all my villagers need. If one barn gets low, the donkeys fix it. If one warehouse has too much, the donkeys fix it. With this mod, the donkeys fix everything and put it where I want it, in the amount I specify -- it really is amazing, and, no I am not the mod author :D

- And finally, TRADE. The base-game has the market, which is fine. Build it, set up a trade route with a donkey to deliver your excess resources (APPLES, APPLES, APPLES), and start buying stuff your village needs -- you can trade for ANYTHING, even resources you can't currently make or grow yourself, except animals (only expeditions get them). And don't forget to set up another trade route to deliver your new purchases back to your barn or warehouse! I personally use a cosmetic mod called Trade Dock. It works exactly the same way as the market, but it looks very fitting in a seaside village next to my port.

So that's my general strategy, and it has not failed me yet, so I hope these tips are helpful to some in some way -- good luck and, most of all, enjoy building your own world :)

EDIT: forgot to paste screenshot instead of link, sorry...

http://steamcommunity.com/sharedfiles/filedetails/?id=1265239747

http://steamcommunity.com/profiles/76561198006604651/screenshots/
Last edited by feanor68; Jan 10, 2018 @ 10:26pm
cstoneburner Jan 10, 2018 @ 10:50pm 
feanor68 hit most of the major points :) I

f you're hitting issues with distance it's probably time to set up satellite communities and connect to them with donkeys. Try to keep the number of jobs close to the number housing spaces in any given area or you will have people wandering all over the island to get to and from work. If you find people aren't working near where they live unhire everyone, wait until people are home and not restocking the house then rehire starting with the most location senstive jobs. The game asigns the person physically closest to job when it becomes open so if they're at barn or coming back from a terraforming job or whatever it may assign them even if they don't actually live near the job.

Warm clothes also make a big difference as does education (I try to have a school up by the end of year three).

Don't forget to have enough pyres and/or crypts to cover the whole populated area and by the time you are thinking of expanding make sure you have a healer since usually that's about when heavy diseases start showing up.
Lothos Jan 11, 2018 @ 3:34am 
i cant figure out how to use the caravans to even out my barns without them completely emptying the source barns though is one problem. as for apples, I never have an overabundance of them for some reason. my food staples are usually 1 potatoe farm and fish farm per house. i dont have my blacksmith up yet nor any baking so I cant do the expeditions yet. I did rush the school though after learning that lesson the last game.
Nakia Jan 11, 2018 @ 4:47am 
Originally posted by lothos:
i cant figure out how to use the caravans to even out my barns without them completely emptying the source barns though is one problem. as for apples, I never have an overabundance of them for some reason. my food staples are usually 1 potatoe farm and fish farm per house. i dont have my blacksmith up yet nor any baking so I cant do the expeditions yet. I did rush the school though after learning that lesson the last game.
This mod should help yu with your problem:
http://steamcommunity.com/sharedfiles/filedetails/?id=947974938&searchtext=stables+extended
Last edited by Nakia; Jan 11, 2018 @ 4:50am
feanor68 Jan 11, 2018 @ 4:53am 
Originally posted by lothos:
i cant figure out how to use the caravans to even out my barns without them completely emptying the source barns though is one problem. as for apples, I never have an overabundance of them for some reason. my food staples are usually 1 potatoe farm and fish farm per house. i dont have my blacksmith up yet nor any baking so I cant do the expeditions yet. I did rush the school though after learning that lesson the last game.

Try the Caravans Expanded mod I mentioned, to solve the issue you described -- if you use the setting <1:1> in that mod, it will only balance the inventory evenly between two supply-points, and it will never wipe it out in one, while putting everything else in the other.

You can safely ignore fishing completely for quite a while (5+ years, maybe forever?), with no adverse effects. Focus on farms. With no farm mods, I think your ideal farm size is 11x11 or 12x12 -- that will let you assign 1 farmer for most of the growing season and still add a second farmer for harvesting times, allowing 2+ full harvests each year. Two or three farms of that size will easily support a population of 25-30+ with nothing else -- if you glance at my screen shot, you'll see my standard vegetable farms are only 13x13, I currently have 6 of those fields devoted to potatoes, and I'm running a surplus of 14K vegetables with a population of 110 -- that's it, I don't trade for vegetables and I don't use gatherers. And don't forget to use a teen twice each year (at least), go into 1st person, and practice your archer skills on 30+ animals each round. When the last harvest comes in, let your farmers become laborers to go gather the meat and hides. As for orchards, a small 10x14 field of Apples will easily net you 1000+ apples by the second year, using only 1 pop to. The biggest trick to any of the fields, other than size/workers, is to make sure that they are as close as possible to your barn, and that they are surrounded by wells.

Good luck, let us know if you need any other details -- the game is definitely not self-explanatory :)
Lothos Jan 11, 2018 @ 5:10am 
i did break down and grab a few handy mods. I hate having to rely on them to "fix" a broken feature in a game though is my only gripe.

http://steamcommunity.com/sharedfiles/filedetails/?id=1265490206

I started with two 10x14 fields to get off the ground and replaced them with the 10x19 ideal size for 1 farmer. 4 potatoe, flax, and grass steady atm. I did let the flax field grow oats for a season just to pocket some. One 14x22 orchard which only ever has about 500 harvest every 2 years. I'm waiting for the better orchard yield mod to kick in and see if it improves.

Right now just closing in on 50 yet again and trying to have all the basics established. Figured out just today that I had been building the useless trade fair instead of the actual market building too.
feanor68 Jan 11, 2018 @ 5:38am 
Originally posted by lothos:
i did break down and grab a few handy mods. I hate having to rely on them to "fix" a broken feature in a game though is my only gripe.

http://steamcommunity.com/sharedfiles/filedetails/?id=1265490206

I started with two 10x14 fields to get off the ground and replaced them with the 10x19 ideal size for 1 farmer. 4 potatoe, flax, and grass steady atm. I did let the flax field grow oats for a season just to pocket some. One 14x22 orchard which only ever has about 500 harvest every 2 years. I'm waiting for the better orchard yield mod to kick in and see if it improves.

Right now just closing in on 50 yet again and trying to have all the basics established. Figured out just today that I had been building the useless trade fair instead of the actual market building too.

Your village looks in great shape for expanding -- you have 7K food in surplus! The only thing I would question -- and it's just nit-picking, nothing serious :) -- is where you're putting additional barns. For example, the one that's in the middle of the picture is not exactly out-of-place, but if I were placing a second barn in that layout, I would've went for a position immediately next to my fields, instead of letting it be distanced from the fields behind that row of houses. Better to give your farmers a shorter distance during harvests, as they will become much more productive. And houses only visit barns occasionally.

For your next stage of expansion, decide where you want more fields, and think of barn placement at the same time -- houses come last and can surround the perimeter. Same idea for when you start animal pastures -- plan where you want them, but at the same time think of ideal placements for barns/warehouses before you drop in the houses.

Also, if placing multiple barns fairly close together, keep in mind that the game uses the CENTER of any object (i.e. field, blacksmith, house, and everything else) to determine what the closest storage-facility, well, pyre, etc. is. Just something else to keep in mind when placing those objects...

I'll stop rambling now -- I would have no hesitation expanding your village with those current numbers, was my main point :)
Lothos Jan 11, 2018 @ 5:46am 
the last playthru i did I had barns in between two rows of fields with the houses surrounding the fields. albeit without the caravan fixing mod I was unable to balance the food and chaos soon ensued.

the hardest thing i struggle with is enough miners to keep expansion rolling without starving to death :/

I'll probably end up moving/demolishing one or two of the barns at some point to spread them out more now that I have caravans.
feanor68 Jan 11, 2018 @ 6:12am 
Originally posted by lothos:
the last playthru i did I had barns in between two rows of fields with the houses surrounding the fields. albeit without the caravan fixing mod I was unable to balance the food and chaos soon ensued.

the hardest thing i struggle with is enough miners to keep expansion rolling without starving to death :/

I'll probably end up moving/demolishing one or two of the barns at some point to spread them out more now that I have caravans.

If you feel you're running into that situation again, here's what I would do based on your current village...

Let your fisheries go dormant. You're tying up 6 pop's with them alone, or nearly 20% of your total population. If they haven't already gathered all of the stone/ore in the area, put them on that right away.

You could easily get a meat-surplus by using an otherwise untapped teenager to go hunting with at least twice each year -- if you do that, and take down 25+ moose or deer each time, it will get you 1K or more in meat every year. Take out the bears you come across and you'll have all the hides you need for clothes. Let the farmers gather the meat and hides after the last harvest, then put all your farmers (7), plus the 6 dormant fisherman, into your mines the rest of the time until the next planting season. Using 13 miners, I would break them down as 4-5 Stone, 7-8 Ore, 1 Clay, IF your blacksmith is forging tools. If not forging tools, I'd do 6/6/1. Do that for 3-4 winters with continued population growth (and adding additional miners as you grow), and you will not have any mining issues, in my experience.
Lothos Jan 11, 2018 @ 6:20am 
well, the one thing i read a couple of games back was about leaving farmers as farmers over the winter to do your harvest labor and so far I admit it works quite nicely. It also keeps them from changing houses away from the farms in the winter which caused issues of their own.

I will though use a teen in the winter when i expand again. doing alot of overhaul atm now that caravans are working and I want to manage farm layouts better. My OCD is going to love me :)
feanor68 Jan 11, 2018 @ 6:34am 
This game was MADE for OCD :P

That's why my latest village is taken from Ben Franklin's concept of the 'disgusting' grid layout. Each of those 'blocks' in my screenshot is 29x29 (roads), leaving me 27x27 inside to build on. That will hold any building in the game, or 4 13x13 fields (crossroads in-between), or 4 small houses with space between for wells/pyres and decos, or...

yeah, OCD :P
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Date Posted: Jan 10, 2018 @ 5:51am
Posts: 26